Forums before death by AOL, social media and spammers... "We can't have nice things"
|    rec.arts.sf.science    |    Real and speculative aspects of SF scien    |    45,986 messages    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
|    Message 45,330 of 45,986    |
|    dsdy120@gmail.com to All    |
|    Revisiting the Gravity Gauge    |
|    09 Mar 18 09:19:27    |
      Consider an attacking force approaching a planetary body. Said attacking       force, and the planetary defenders, do not use lasers. At what altitude should       the attacking force operate for maximum advantage?              Low orbit is heavily unfavourable for the attackers. Orbital velocity is high,       and altitude low, allowing defenders to lob simple low-delta-v projectiles       into their path. In contrast, the attackers are forced to attack only targets       on the far side of the        planet, or equip weapons with copious amounts of delta-v to dispatch near-side       targets. Response times are ridiculously low, necessitating fast computers and       high-thrust engines for dodging.              High orbit is heavily unfavourable for the defenders. Kinetic interceptors       have to be launched at close to escape velocity to even reach the attackers.       Attackers can use low-delta-v rockets to deorbit payloads that impact with       tremendous velocity.        Response times are protracted, leaving lots of time to either dodge or send up       countermeasures.              Where is the middle ground? A place where defenders and attackers are       energetically matched in terms of deploying interceptors, and response times       are neither too long nor too short?              Several assumptions for the following calculations:              1. Planet is airless and nonrotating       2. Attacker occupies circular orbits only.       3. Defender fires projectiles straight upward - this makes sense because       defenders only care about altitude - not velocity. Anything above 1 km/s       generally starts becoming a bad day for either combatant       4. For the same reason (and ease of calculation), the attackers fire their       projectiles backwards such that they drop with zero lateral velocity, straight       downwards. This also helps with targeting, since the landing ellipse is very       long when the impact        point is on the farside, and shrinks to a small circle when the projectile       impacts from above.       5. Any contact between projectile and target leads to a kill. Obviously not       necessarily true for attackers attacking from low orbit or defenders attacking       in high orbit, but that's a problem easily solvable by launching a nuke       instead.       6. Projectiles are impulsively accelerated (a condition that may be       approximated by >100g rocket burns)              M is mass of planet,       R_p is planet radius       v_launch is speed at which projectiles are launched       R is orbital radius of attacker              For defender:       0.5*(v_launch)^2 = GM((1/R_p)-(1/R)) [conservation of energy - kinetic energy       at launch converted completely to potential energy at top of trajectory]       (v_launch)^2 = 2GM((1/R_p)-(1/R))              For attacker:       v_launch = sqrt(GM/R)       (v_launch)^2 = GM/R              For energy parity, v_launch is equal for attacker and defender:              GM/R = 2GM((1/R_p)-(1/R))       GM/R = 2GM/R_p - 2GM/R       3GM/R = 2GM/R_p              R = 1.5 R_p [!!!]              Interestingly, this middle ground seems independent of the planet mass. So       long as the planet is round, and the attacker orbit is circular, it will       always take the same energy for attackers to launch projectiles to intercept       defenders as it takes        defenders to intercept attackers at 1.5 times the planetary radius!              Would-be attackers would be advised to not stray below this altitude, at least       in the early going, to avoid granting energy superiority to defenders, and       would in practice probably operate at 2 to 3 times the altitude to frustrate       defensive tactics.        Higher orbits are of course easier, but come with the drawback of longer       response time. The middle ground provides the shortest response time       achievable without handing over massive advantages to the defenders.              A few points when adapting this to a planet like Earth:              The atmosphere hinders defenders, who have to counter aerodynamic drag when       launching interceptors to the same altitude, but leaves attackers unaffected,       since they merely have to deliver the payload to the target. For Earth, the       attacker's projectiles        hit the upper atmosphere approaching 6500 m/s^-1 if dropped from middle ground       of 3000+km, overkill for most bunkers even if half the velocity is wiped by       drag. And there's always the option of adding nukes. Defenders are out of       luck, because they need        the velocity to even deliver the payload to the attackers. If they do though,       the attackers will be whanged with kinetic warheads at 6500 m/s^-1. The net       result of all this is that the middle ground orbit shrinks, allowing the       attacker to draw closer.              Rotation causes the middle ground envelope, a sphere, to bulge into an oblate       spheroid. This favours the defenders, but only slightly.              The case for the attackers to drop their projectiles straight downwards is       even greater in the case of an atmosphere-laden planet, because an elliptical       trajectory cuts through the atmosphere, increasing projectile inaccuracy       greatly.              In practice, these trajectories leave the defenders' projectiles dangerously       slow at apoapsis, and the attackers' projectiles dangerously slow at release,       situations that are not good for reducing enemy response time. To reduce time       taken, significant        excess upward velocity may be used by defenders, while the attackers may       include a downward component of delta-v to their projectiles to speed it on       its descent.              Thoughts?              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
(c) 1994, bbs@darkrealms.ca